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Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 12:34 am
by cloudy97
Hey... most of these ideas are just making life easier for a Master Digger, not more exciting. How about this:
The ability to upgrade mats during extraction (by one grade: exe --> sup), but at a VERY HIGH risk of having the Kami Threat bar drop to zero.
Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 12:40 am
by nillian
cloudy97 wrote:Hey... most of these ideas are just making life easier for a Master Digger, not more exciting. How about this:
The ability to upgrade mats during extraction (by one grade: exe --> sup), but at a VERY HIGH risk of having the Kami Threat bar drop to zero.
This would be cool as long as it only dropped the Kami bar for that digger. There would be a lot of annoyed foragers if someone dropped KT instantly in a popular area!
Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 3:06 am
by kiwi2
Sounds like a great idea to me. Although the devs are pretty busy, not sure we would see this IG anytime soon.

Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 3:15 am
by stijn
nillian wrote:This would be cool as long as it only dropped the Kami bar for that digger. There would be a lot of annoyed foragers if someone dropped KT instantly in a popular area!
Lol would be so funny
*you nuked me on the super node... I kill the KT somewhere else... hèhèhè*

Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 4:39 am
by vguerin
naratuul wrote:I have been thinking about the End Game for foragers and how unrewarding it is. The first land you master is a great accomplishment, but mastery just doesn't have sufficient benefits. In fact mastery of combat classes has the same issue, but thats a different thread idea.
Because the game has been stagnant for so long (first Master well over a year ago), I don't think that anyone tired of the grind should get new skill boost, there are already too many things us old timers think need fixed before new handouts are given... If they want to kill us off further by making things simple, your suggestion would help.
Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 1:35 pm
by naratuul
Wow.
The whole issue here is the stgnacy won't be fixed unless there are small improvements for game play that continually add up. Big steps are bad- baby steps are good.
As far as making the game easier, how do you figure that? None of my ideas make the game easier, just less annoying.
The universal terrain spec idea- less annoying, a master digger has all those stanza components already.
Source count idea- a master digger can pop ten and dig three even when looking at all the source counts. easier? sure! easier as in less annoying.
The packer idea for a special master level packer? Easier - sure I dont have to fill the merchant, saves me a moment here or there if implemented.
Masters level tools? Already there just a different implementation that makes the title Master xxxxx Forager actually worth something besides mats and dp removal.
Little ideas like this pave the way for content changes. R2 is not the panacea because as I understand it the scenarios don't give XP to prevent Monty Hall DMing.
Just because you earned your masters before cristals and have been stagnant for a lomg time doesn't mean that change is bad. Without changes there can be no progress. Okay so Im a newbie in your eyes, but I can say for a fact that I earned my levels in forage- no cristals in PR at all and about 3 stacks total in forest. I defy you to conclusively show that my ideas are game breaking and make it too easy. I walked uphill through the snow barefoot for my first forage mastery and likely will do so for my second (nearly there) and third... It would be nice for masters 4-5 to mean something besides a title.
Or at least be slightly less annoying.
Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 1:39 pm
by sprite
These ideas are cool and all, but all I really want is a "Master Pick" that doesn't break. I can live without all these fancy enchantable uber picks, but my pick breaking drives me up the wall.
Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 1:41 pm
by iphdrunk
naratuul wrote:
The universal terrain spec idea- less annoying, a master digger has all those stanza components already.
Source count idea- a master digger can pop ten and dig three even when looking at all the source counts. easier? sure! easier as in less annoying.
I'm specially fond of these 2. The first, would allow us to reduce significantly the number of bars I use for harvesting (1 for crafting that I am always tweaking, 4-5 for harvesting, 2 for melee, 2 for mage): with universal terrain spec, and specially with most actions set at q250, this would allow having 2 bars without resetting the actions every now and then. It does not even need to be a new one, but something that we automatically get when the 5 terrain specs (for prospecting and extracting) are learnt. No extra advantage, just more convenient, as being able to select your action icon from a palette would be, not based on the highest cost brick
Having Knowledge 4 pop the mat number would allow us to further extend the well known target macros to select sources with high number of mats first (although the dreaded macro would be pretty long).
Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 1:49 pm
by riveit
naratuul wrote:The universal terrain spec idea- less annoying, a master digger has all those stanza components already.
iphdrunk wrote:The first, would allow us to reduce significantly the number of bars I use for harvesting (... 4-5 for harvesting, ...)
Ahhhhhh! Universal terrain stanzas would be so sweet! Reusing those different terrain dig bars for different needs would be fantastic.

Re: Feature request: Master Foragers discuss
Posted: Tue Aug 22, 2006 2:18 pm
by naratuul
sprite wrote:These ideas are cool and all, but all I really want is a "Master Pick" that doesn't break. I can live without all these fancy enchantable uber picks, but my pick breaking drives me up the wall.
Enchanting would be sweet, but I could live without it. I think the idea of upgradingmats with the pick was over the top too. In the end I think the devs could do some things with foraging that would make it slightly less annoying and it would make people happier.